while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs.
this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
Added ability to shader features and shaderGen to create multiple instances of the same feature with the option of calling a static creation function that can take arguments in the form of a struct.
FEATUREMGR now has createFeature to take advantage of this.
The node editor requires this ability as the same node could be used multiple times with different arguments so in its update function we will be calling
```FEATUREMGR->registerFeature(feature_type, (optional default constructor), createFunction);```
then adding it to the feature set with the required arguments to build the shader feature.
```FeatureSet->add(feature_type, index, ParameterStruct);```
Adds the ground work for geometry shaders
Expands shaderData and gfxShader to allow for more shader types
note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage.
Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback